我一直在研究一个必须在我的测试节点与我的校验节点联系时执行测试的游戏。由于这两个节点是将在游戏中检查碰撞的唯一节点,我决定使用此方法来启动我的测试。
问题是当2个节点物理交叉时,我一直无法使碰撞工作。
当前代码将移动测试方块,直到它到达校验平方,但是现在他们见面时没有任何反应。
我错过了什么吗?任何帮助都会感激不尽。谢谢。
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var test:SKSpriteNode!
var testTexture = SKTexture(imageNamed: "redsquare.png")
var check:SKSpriteNode!
var checkTexture = SKTexture(imageNamed: "bluesquare.png")
var moving:SKNode!
let testCategory: UInt32 = 1 << 0
let checkCategory: UInt32 = 1 << 2
override func didMoveToView(view: SKView) {
/* Setup your scene here */
self.physicsWorld.gravity = CGVectorMake(0.0, 0.0)
self.physicsWorld.contactDelegate = self
moving = SKNode()
self.addChild(moving)
//create test block
test = SKSpriteNode(texture: testTexture)
test.xScale = 0.1
test.yScale = 0.1
test.position = CGPointMake(0, self.frame.height - test.size.height)
test.physicsBody = SKPhysicsBody(rectangleOfSize: test.size)
test.physicsBody?.dynamic = false
test.physicsBody?.categoryBitMask = testCategory
test.physicsBody?.collisionBitMask = checkCategory
test.physicsBody?.contactTestBitMask = checkCategory
self.addChild(test)
//creates check block
check = SKSpriteNode(texture: checkTexture)
check.xScale = 0.1
check.yScale = 0.1
check.position = CGPointMake(self.frame.width, self.frame.height - check.size.height)
check.physicsBody = SKPhysicsBody(rectangleOfSize: check.size)
check.physicsBody?.dynamic = false
check.physicsBody?.categoryBitMask = checkCategory
check.physicsBody?.collisionBitMask = testCategory
check.physicsBody?.contactTestBitMask = testCategory
self.addChild(check)
// move action
let actionMove = SKAction.moveToX(self.frame.width, duration: 1.5)
let actionMoveDone = SKAction.moveToX(0, duration: 0)
let moveForever = SKAction.repeatActionForever(SKAction.sequence([actionMove,actionMoveDone]))
test.runAction(moveForever)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch: AnyObject in touches {
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
func didBeginContact(contact: SKPhysicsContact) {
// help here!
var firstBody:SKPhysicsBody
var secondBody:SKPhysicsBody
if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask){
firstBody = contact.bodyA
secondBody = contact.bodyB
}
else{
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if((firstBody.categoryBitMask & testCategory) != 0 && (secondBody.categoryBitMask & checkCategory) != 0){
println("contact!")
}
}
}
答案 0 :(得分:1)
根据Apple的文档,dynamic
属性控制基于体积的体是否受到重力,摩擦,与其他对象的碰撞以及您直接应用于对象的力或冲动的影响。 / p>
动态属性:默认值为true。如果值为false,则物理体忽略 所有的力量和冲动都适用于它。此属性将被忽略 基于边缘的身体;它们是自动静止的。
因此,请将dynamic
属性设置为true。
node.physicsBody?.dynamic = true